SHARED STORIES
Fast RPG is a tabletop role-playing game about shared stories and overcoming challenges set in an imagined world. Most players narrate one character, part of a group of protagonists made up of all the player’s characters. One player takes on the role of the game master (GM) who is responsible for describing scenes and situations to which other players add their characters’ responses.
WHAT’S NEEDED
* Space to share a story (around a table or online).
* One character sheet per player.
* An adventure story outline for the Game Master (the GM).
* Several six-sided dice.
* One X-card per player.
* Pens, pencilzs, writing paper, or electronic tablets to take notes.
There is no single way to “win” most stories, though usually characters will have personal goals to pursue during the course of events. The shared story made along the way becomes the players’ biggest reward.
GAME TERMS
* Ability: One of six core traits noted for all characters.
* Aptitude: A set of related talents and skills that can improve with higher Levels.
* Armor Class (AC): A measure of difficulty to injure a character or monster.
* Attack: A task roll made to cause damage to a target.
* C: A generic unit of money, as in coin (gold piece), currency (Dollar or Euro), or credit (sci-fi economy).
* Character: An individual in the story narrated by a real-life player.
* d20: The 20-sided die rolled to determine success or failure for actions and saving throws.
* d6, 2d6, 3d6: One, two or three six-sided dice rolled and added together, usually to measure degrees of success.
* Damage: The amount a target’s hit points are reduced by successful attacks.
* Game Master (GM): A chief narrator over a shared story and referee for game rules.
* Hit Dice (HD): A measure of power and hit points for a non-player character.
* Hit Point (hp): A measure of health used to track how close a character or monster is to death.
* Level: A measure of power for a character.
* Modifier: An amount added to dice rolls based on abilities and aptitudes.
* Non-Player Character (NPC): A character controlled directly by the Game Master, usually measured by Hit Dice.
* Player: The real-life person controlling one or more characters in the game’s story.
* Power: A supernatural ability from magic, psionics, or super gadgets.
* Saving Throw (Saves): A d20 roll made to resist or reduce a harmful effect on a person, place, or thing.
* Task Roll: 1d20 + one ability modifier + one aptitude modifier to measure results of an attempted action.
* X-Card: A player safety tool, when tapped or held up, that stops a current scene, rewinds it, and pivots to a different approach, description, or source of content.
TASK ROLL: 1d20 + one ability modifier + one aptitude modifier
* Easy: 5 or more to succeed
* Hard: 15 or more to succeed
* Extreme: 25 or more to succeed
* Opposed: Highest roll wins
* Teamwork: Highest roll + best ability + best skill
SAVING THROWS (SAVES): 1d20 + ability modifier + Luck modifier
* Opposed task roll versus source of harm.
* Physical: Strength, Dexterity, Constitution
* Mental: Intelligence, Wisdom, Charisma
CREATING A LEVEL 1 CHARACTER
* Roll 3d6 for each ability (or 2d6+6 for heroic characters).
* Assign +1 to two aptitudes.
* Calculate total hit points (4 + Constitution modifier + Combat modifier + Luck modifier).
THE SIX ABILITIES (gain 1 bonus point per 4 Levels)
* Strength (physical prowess, brawn, encumbrance)
* Dexterity (agility, reflexes, dodging, precision)
* Constitution (health, toughness, vigor, stamina)
* Intelligence (deduction, logic, memory, reason, wits)
* Wisdom (empathy, courage, insight, resolve, willpower)
* Charisma (appeal, confidence, leadership)
ABILITY MODIFIERS
* -4 … ability score 1 (Minimal)
* -3 … ability score 2 to 3 (Feeble)
* -2 … ability score 4 to 5 (Terrible)
* -1 … ability score 6 to 7 (Poor)
* +0 … ability score 8 to 12 (Fair)
* +1 … ability score 13 to 14 (Good)
* +2 … ability score 15 to 16 (Excellent)
* +3 … ability score 17 to 18 (Great)
* +4 … ability score 19 to 20 (Super)
THE TWELVE APTITUDES (gain 2 bonus points per Level)
* Awareness (perception, intuition, keen senses, reactions)
* Combat (fighting, using weapons, leading others into battle)
* Communication (persuasion, performance, languages)
* Cunning (deception, stealth, bypassing security, thieving)
* Faith (working miracles, sacred lore, favor of the divine)
* Lore (understanding history, natural and social sciences)
* Luck (avoiding harm, enduring damage, good fortune)
* Magic (arcane powers, knowing supernatural lore)
* Medicine (diagnosis, healing methods, drugs, surgery)
* Primal (wilderness survival, tracking, animal and plant lore)
* Privilege (influence, authority, high status in society)
* Tech (working with machines, networks, complex systems)
LEVELS (increase after reaching each story milestone or goal)
* Levels 1 to 4: Local figures stepping into danger. Potential heroes.
* Levels 5 to 8: Known problem-solvers. Action heroes. Adventurers. Experts.
* Level 9 to 12: Movers and shakers. Known across region. Master heroes.
* Level 13 to 16: Heroic living legends. Known across nations or history.
* Level 17 to 20: World shapers and saviors. Paragons. Superheroes.
* Level 20 to 40: Mythic figures. Demigods. Epic heroes. Elite superheroes.
* Beyond Level 40: Entities of cosmic power.
POWERS
* If allowed, when gaining a Level, increase one aptitude by 1 and add one type of power ability. See the second on powers.
HIT POINTS
* Total from (4 x Level) + (Constitution modifier x Level) + (Combat modifier x Level) + (Luck modifier x Level)
* Healing: Recover hit points equal to Constitution modifier per hour of rest. (If modifier is negative, 1 hit point recovered per 2 hours rest.)
* 0 Hit Points: Cannot attempt actions, must move at crawl speed, only talks in whispers 1 in 6 chance of death per round unless stabilized.
* Medical Aid: A character getting constant medical attention from another adds the caregiver’s Medical aptitude modifier to hit points recovered that hour.
COMBAT
* One combat round is about 6 seconds of action.
* Initiative (order of turns): 1d20 + Dexterity + Awareness
* On turn, move 30 feet (10 meters) and attempt on action.
* Running: Move 60 feet (20 meters) on turn and no actions.
* Some creatures and vehicles move at faster or slower rates.
* Melee Attack: 1d20 + Strength + Combat
* Ranged Attack: 1d20 + Dexterity + Combat
* Magic Attack: 1d20 + mental ability + Magic
* NPC Attack: 1d20 + Hit Dice
* Multiple Attacks on Turn: Split attack modifier and damage dice between targets.
* Target’s Armor Class: None (AC 10 + Dexterity modifier), Light (AC 12 + Dexterity modifier), Medium (AC 15), Heavy (AC 17), Shield (+1 AC).
* Attack or harm damage reduces target’s hit points: Light (1d6/2), Medium (1d6), Heavy (2d6), Extreme (3d6 or more).
* Melee attack, add Strength modifier to damage.
* Ranged attack, add Dexterity modifier to damage.
* Weapons: Light (dagger, punch, rock), Medium (sword, bow, pistol), Heavy (greatsword, pole arm, rifle), Extreme (catapult, flamethrower, grenade).
Ranges…
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Throwing Range: 50 feet (15m) (rock, dagger)
* Short Shooting: 330 feet (100m) (bow, pistol, shotgun)
* Long Shooting: 1,000 feet (600m) (rifles, beam weapon)
* Distant Range: 15 miles (25 km) (artillery, cannons)
LUCK ROLLS
* Each character rolls 1d20 + Luck.
* If something good happens, it benefits the character with the highest total.
* If something bad happens, it harms the character with the lowest total.
TRAVEL
Miles per hour (kilometers per hour)…
By land (up to 8 hours per day)
* Human on foot … 3 mph
* Pony, mule … 4 mph
* Riding horse (light horse) … 6 mph
* Modern automobile (varies) … 55 mph
By sea (24 hours a day)
* Rowboat … 1.5 mph
* Sailing Ship … 2 mph
* Modern yacht (80-foot) … 25 mph
* Modern yacht (160-foot) … 20 mph
By air (time per day varies)
* Giant Bat (small rider only) … 6 mph
* Griffon, wyvern … 8 mph
* Modern Helicopter (Bell Jet Ranger) … 100 mph
* Modern Propeller Aircraft (Cessna 172) … 150 mph
See setting appendix for more examples.
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POWERS
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USING POWERS
* Magic, psionics, supernatural abilities, mutations, super gadgets.
* Each character has one power ability and one power aptitude.
* Power Ability: Intelligence, Wisdom, or Charisma.
* Power Aptitude: Awareness, Faith, Magic, Primal; possibly Tech.
* Power Task: 1d20 + power ability + power Aptitude.
* Use Power: Takes an action during a turn; can take longer for more effect.
* Target: Saving throw for person or creature; Hard (15) difficulty for places or things.
* Range: Target must be within 30 feet (10 meters) per power user’s Level.
* Area: Radius equal to Level x 5 in feet (or Level x 1.5 meters).
* Duration: Effect lasts for 1 minute per Level; successful target save ends effect.
* Gather Power (Minor): Take 1d6 minutes to prepare, gain Levelx10 result.
* Gather Power (Major): Take 1d6 hours to prepare, gain Levelx100 result.
* Cause Damage: Inflict 1d6 per power user’s Level; successful save avoids damage.
* Cure Damage: Restores 1d6 per power user’s Level.
* Enhance: Add Level/2 (round down) Hit Dice to a target for a duration.
POWERS LIST
* Abjuration: Block or remove active power effects.
* Alteration: Change form, substance, or appearance of a person, place, or thing.
* Astral: Project mind into dreams and astral space, open portals between dimensions.
* Binding: Restrain, imprison, or enforce magical obligations on targets.
* Clairsentience: Sense as if present at a distant location, range as if Levelx10.
* Conjuration: Create or summon an obedient spirit in the form of a creature.
* Divination: Suddenly gain an answer to a question.
* Enchantment: Create a false feeling, loyalty, or memory in a target’s mind.
* Evocation: Create and control elemental energy, form barriers, blast areas.
* Healing: Restore hit points and ability scores, cure disease and afflictions.
* Illusion: Create and control false visions, sounds, smells, and other senses.
* Nature: Sense and control normal animals, plants, and weather.
* Necromancy: Control entropy, reanimate and control undead creatures.
* Precognition: Able to predict future events, gain Level bonus to one action.
* Telekinesis: Affect people or objects without touch as if Strength equals Levelx5.
* Telepathy: Communicate between minds, probe a target’s memories.
* Teleportation: Instantly move from one spot to another, range as if Levelx5.
Any time an attempted power task fails, choose one mishap result…
* A hostile spirit with 1d6 Hit Dice appears, attacking allies for 1d6 rounds.
* The power user immediately take 1d6 damage to hit points; heals normally.
* The power user is stunned, cannot attempt any action and moves a half speed next round.
* The power user suffers visible mark, burn, scar, or mutation for 1d6 days.
* The specific power cannot be attempted again for 1d6 rounds.
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MEDIEVAL FANTASY
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ROLES
* Assassin: +Level Combat, +Level Cunning
* Barbarian: +Level Combat, +1/2 Level Luck, +1/2 Level Primal
* Bard: +1/2 Level Combat, +1/2 Level Communications, +1/2 Level Lore, +1/2 Level Magic
* Cleric: +Level Faith, +1/2 Lore, 1/2 Level number of powers
* Druid: +Level Primal, +1/2 Medicine or Lore, 1/2 Level number of powers
* Fighter: +Level Combat, +1/2 Level Awareness, +1/2 Level Luck
* Healer: +Level Medicine, +1/2 Level Primal, +1/2 Level number of powers
* Monk: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level
* Paladin: +Level Combat, +1/2 Faith, +1/4 Privilege, 1/4 Level number of powers
* Ranger: +Level Combat, +1/2 Primal, +1/4 Privilege, 1/4 Level number of powers
* Sorcerer: +Level Magic, +1/2 Level another aptitude, 1/2 Level number of powers
* Thief: +Level Cunning, +1/2 Level Combat, +1/2 Level Awareness or Luck
* Warlock: +Level Magic, +1/2 Cunning, 1/2 Level number of powers
* Witch: +Level Primal, Level number of powers
* Wizard: +Level Magic, Level number of powers
TRAVEL
Miles per hour (kilometers per hour)…
By land (up to 8 hours per day)
* Human on foot … 3 mph
* Pony, mule … 4 mph
* Elephant, mammoth … 4 mph
* Warhorse (heavy horse) … 5 mph
* Riding horse (light horse) … 6 mph
By sea (24 hours a day)
* Keelboat (river cargo boat/yacht) … 1 mph
* Rowboat … 1.5 mph
* Sailing ship … 2 mph
* Warship … 2.5 mph
* Longship … 3 mph
* Galley … 4 mph
By air (time per day varies)
* Giant bat (small rider only) … 6 mph
* Giant vulture … 6 mph
* Hippogriff … 6 mph
* Dragon, giant eagle, griffon, wyvern … 8 mph
* Pegasus, nightmare … 9 mph
* Roc … 12 mph
ARMORS
* AC 10 … unarmored human
* AC 11 … leather armor; padded armor
* AC 12 … hide armor; studded leather
* AC 13 … chain shirt;
* AC 14 … breastplate; ring mail armor; scale mail
* AC 15 … half plate
* AC 16 … chain mail armor
* AC 17 … splint armor
* AC 18 … plate armor
* AC +1 … shield
WEAPONS (damage, range)
* Axe, mace, sword, warhammer (1d6 damage, melee)
* Bow or crossbow (1d6 damage, short shooting range)
* Club or staff (1d6/2 damage, melee)
* Dagger (1d6/2 damage, melee or throwing range)
* Greatsword or pole arm (2d6 damage, melee)
* Longbow (1d6 damage, long shooting range)
* Spear (1d6 damage, melee or throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)
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MODERN WORLD
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ROLES
* Assassin: +Level Combat, +Level Cunning
* Bodyguard: +Level Awareness, +Level Combat
* Bounty Hunter: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Clergy: +Level Faith, +Level Communications, +Level Lore
* Criminal: +Level Cunning, +1/2 Level Combat, +1/2 Level another aptitude
* Detective: +Level Awareness, +1/2 Level Cunning, +1/2 Level Lore
* Dilettante: +Level Privilege, +1/2 Level Communications, +1/2 Level Luck
* Entertainer: +Level Communications, +1/2 Level Luck, +1/2 Level Privilege
* Explorer: +Level Primal, +1/2 Level Combat, +1/2 Level Luck
* Hacker: +Level Tech, +1/2 Level Cunning, +1/2 Level Communications
* Investigator: +Level Awareness, +1/2 Level Combat, +1/2 Level Cunning
* Law Enforcer: +1/2 Awareness, +1/2 Level Combat, +1/2 Communication, +1/2 Level Privilege
* Medical Expert: +Level Medicine, +1/2 Lore, +1/2 Communications
* Scholar: +Level Lore, +1/2 Level Communications, +1/2 another aptitude
* Scientist: +Level Tech, +Level Lore
* Secret Agent: +Level Cunning, +1/2 Level Combat, +1/2 Level Communications
* Soldier: +Level Combat, +1/2 Level Awareness, +1/2 Level Luck
* Survivalist: +Level Combat, +1/2 Level Cunning, +1/2 Level Primal
* Technician: +Level Tech, +1/2 Level two other aptitudes
* Tycoon: +Level Privilege, +1/2 Level Communications, +1/2 another aptitude
* Worker: +1/2 Level Awareness, +1/2 Level Luck, +1/2 Tech, +1/2 another aptitude
Supernatural…
* Exorcist: +Level Faith, +Level-1 Awareness, Binding power
* Mage: +Level Magic, Level number of powers
* Monster Hunter: +Level Combat, +1/2 Faith, +1/4 Lore
* Mystic/Psychic: +Level Awareness, Level number of powers
* Occultist: +Level Magic, +1/2 Lore, 1/2 Level number of powers
* Paranormal Investigator: +Level Awareness, +Level Lore
* Witch: +Level Primal, Level number of powers
ARMORS
* AC 10 … unarmored human
* AC 11 … modern leather jacket or light undercover shirt
* AC 12 … modern Kevlar-lined coat (half damage from ballistics)
* AC 13 … modern undercover vest
* AC 15 … modern tactical vest or special response vest (half damage from ballistics)
WEAPONS (damage, range)
* Axe, mace, sword, warhammer (1d6 damage, melee)
* Bow or crossbow (1d6 damage, short shooting range)
* Chainsaw (2d6 damage, melee)
* Club or staff (1d6/2 damage, melee)
* Dagger or shiv (1d6/2 damage, melee or throwing range)
* Flamethrower (3d6 damage, short shooting range)
* Grenade (3d6 damage, throwing range)
* Pistol (1d6 damage, short shooting range)
* Rifle (2d6 damage, long shooting range)
* Rocket launcher (3d6 damage, short shooting range)
* Shotgun (2d6 damage, short shooting range)
* Spear (1d6 damage, melee or throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)
TRAVEL
Miles per hour (kilometers per hour)…
By land (up to 8 hours per day)
* Human on foot … 3 mph
* Pony, mule … 4 mph
* Riding horse (light horse) … 6 mph
* Modern tank (M1 Abrams) … 45 mph
* Modern automobile (varies) … 55 mph
By sea (24 hours a day)
* Rowboat … 1.5 mph
* Sailing ship … 2 mph
* Modern cargo ship (30,000 tons) … 15 mph
* Modern yacht (160-foot, 300 tons) … 20 mph
* Modern yacht (80-foot, 200 tons) … 25 mph
* Modern yacht (40-foot, 100 tons) … 30 mph
* Navy submarine (8,000 tons) … 30 mph
* Navy frigate (4,000 tons) … 35 mph
* Navy destroyer (9,000 tons) … 40 mph
* Navy aircraft carrier (70,000 tons) … 50 mph
* Personal watercraft (Jet Ski) … 50 mph
* Military/rescue boat … 70 mph
* Racing powerboat … 130 mph
By air (time per day varies)
* Modern helicopter (Bell Jet Ranger) … 100 mph
* Modern propeller aircraft (Cessna 172) … 150 mph
* Modern airliner (Boeing 747) … 560 mph
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SCIENCE-FICTION FUTURES
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ROLES
* Administrator: +Level Communications, +1/2 Lore, +1/2 Level Privilege
* Agent: +1/2 Level Combat, +1/2 Level Communications, +1/2 Level Cunning, +1/2 Level Tech
* Assassin: +Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Bodyguard: +Level Awareness, +Level Combat
* Bounty Hunter: +1/2 Level Awareness, +1/2 Level Combat, +1/2 Level Cunning, +1/2 Level Tech
* Colonist: +Level Primal, +1/2 Lore, +1/2 Level Tech
* Criminal: +Level Cunning, +1/2 Level Combat, +1/2 Level Tech
* Detective: +Level Awareness, +1/2 Level Cunning, +1/2 Level Lore
* Engineer: +Level Tech, +Level Luck
* Entertainer: +Level Communications, +1/2 Level Luck, +1/2 Level Privilege
* Explorer: +Level Primal, +1/2 Level Combat, +1/2 Level Luck
* Hacker: +Level Tech, +1/2 Level Cunning, +1/2 Level Communications
* Investigator: +Level Awareness, +1/2 Level Combat, +1/2 Level Cunning
* Law Enforcer: +1/2 Awareness, +1/2 Level Combat, +1/2 Communication, +1/2 Level Privilege
* Marine/Trooper: +Level Combat, +1/2 Level Luck, +1/2 Level Tech
* Medical Expert: +Level Medicine, +1/2 Level Communications, +1/2 Level Tech
* Merchant: +Level Communications, +1/2 Tech, +1/2 Level another aptitude
* Navy/Starship Officer: +1/2 Communications, +1/2 Combat, +1/2 Lore, +1/2 Tech
* Noble: +Level Privilege, +1/2 Level Communications, +1/2 Level other aptitude
* Psion: +Level Awareness, Level number of powers
* Scholar: +Level Lore, +1/2 Level Communications, +1/2 Tech
* Scientist: +Level Tech, +Level Lore
* Scout: +Level Awareness, +1/2 Level Lore, +1/2 Level Primal, +1/2 Level Tech
* Space Knight: +Level Combat, +1/2 Level Awareness, 1/2 level number of powers
* Technician: +Level Tech, +1/2 Level two other aptitudes
* Worker: +1/2 Level Awareness, +1/2 Level Luck, +1/2 Tech, +1/2 another aptitude
ARMORS
* AC 10 … unarmored human
* AC 11 … starship officer uniform
* AC 12 … furs and skins
* AC 13 … partial carapace
* AC 14 … exosuit/vacc suit, total carapace
* AC 15 … armored exosuit/vacc suit
* AC 16 … combat armor
* AC 18 … advanced combat armor
* AC 20 … powered battlesuit (medium)
* AC 22 … powered battlesuit (large), light mecha
* AC +1 … shield
WEAPONS (damage, range)
* Beam or gauss pistol (1d6 damage, long shooting range)
* Beam or gauss rifle (2d6 damage, distant shooting range)
* Blade or sword, Warhammer (1d6 damage, melee)
* Club or staff (1d6/2 damage, melee)
* Dagger or shiv (1d6/2 damage, melee or throwing range)
* Flamethrower (3d6 damage, short shooting range)
* Grenade (3d6 damage, throwing range)
* Industrial cutter (2d6 damage, melee)
* Ion pistol (2d6 damage to machines only, short shooting range)
* Ion rifle (3d6 damage to machines only, short shooting range)
* Plasma blade or monofilament whip (2d6 damage, melee)
* Plasma cannon (4d6 damage, short shooting range)
* Rocket launcher (3d6 damage, short shooting range)
* Stun pistol (target saves or fall unconscious, throwing range)
* Unarmed strike, punch, kick (1d6 damage, melee)
SPACECRAFT AND STARSHIPS
* Personal Pod (Level 2, coffin-sized survival capsule, short-range beacons)
* Planetary Hopper (Level 3, single-seat atmo skimmer, limited range)
* Work Drone (Level 4, autonomous repair unit, tool arms, remote override)
* Cargo Drone (Level 5, low-atmo parcel delivery, small payloads)
* Orbital Tug (Level 6, grapples, magnets, docking assistance)
* Pilot Shuttle (Level 7, 2–6 crew transfer, heatshield, short hop)
* Personnel Shuttle (Level 8, passenger seating, reentry-certified)
* Cargo Shuttle (Level 9, pressurized cargo bay, forklift systems)
* Surface–Orbit Lander (Level 10, VTOL thrust, airless landing skids)
* Modular Hauler (Level 11, detachable cargo pods, tow-frame, light engines)
* Light Mining Skiff (Level 12, ore scoops, cutter lasers, 1–2 crew)
* System Cutter (Level 13, short-range system hops, survey sensors)
* Escort Skiff (Level 14, small-caliber turret, shield projectors)
* Light Freighter (Level 15, short-haul cargo, modular crates, 2–6 crew)
* Fast Courier (Level 16, diplomatic satchels, high-burn engines)
* Patrol Boat (Level 17, interception duties, light weapons)
* Luxury Yacht (Level 18, long-range comfort, defensive countermeasures)
* Science Cutter (Level 19, survey labs, drone scouts)
* Combat Corvette (Level 20, point defense + missiles, escort role)
* Heavy Freighter (Level 21, bulk cargo pods, tug-assisted docking)
* Fuel Tender (Level 22, refinery systems, EVA fueling rigs)
* Colony Lander (Level 23, prefab hab modules, atmo-capable)
* Gunship Corvette (Level 24, heavy kinetics, tactical PD)
* System Frigate (Level 25, anti-piracy, limited FTL)
* Escort Frigate (Level 26, ECM suite, convoy screening)
* Fast Attack Frigate (Level 27, torpedo spine, strike operations)
* Survey Cruiser (Level 28, astrocartography, xenoarchaeology)
* Diplomatic Cruiser (Level 29, envoy suites, ceremonial escort)
* Destroyer (Level 30, multi-role anti-ship platform)
* Fleet Oiler (Level 31, fuel logistics hub, mobile replenishment)
* Troop Transport (Level 33, battalion troop bays, drop craft)
* Heavy Destroyer (Level 35, armored hull, torpedo bombardment)
* Battle Frigate (Level 37, fusion lances, tactical drone wing)
* Strike Cruiser (Level 40, long-range raider, hit-and-fade doctrine)
* Carrier Escort Cruiser (Level 42, PD saturation, shield projection)
* Missile Cruiser (Level 45, long-range ship-kill missiles, FTL fire control)
* Fleet Tender (Level 46, repair bay, capital refit functions)
* Line Cruiser (Level 48, balanced armament, strategic endurance)
* Heavy Cruiser (Level 50, spinal cannon, fighter/drones)
* Assault Carrier (Level 52, marine drop pods, atmo landing craft)
* Battleship (Level 55, primary beam batteries, armor plates)
* Fleet Carrier (Level 57, heavy fighter/bomber wing)
* Battle Carrier (Level 60, hybrid carrier/battleship)
* Super Freighter (Level 61, mega-hauler, orbital crane loading)
* Colony Ship (Level 63, cryobays + settlement infrastructure)
* Mobile Shipyard (Level 65, drone fabrication, field repairs)
* Supercarrier (Level 68, triple flight decks, redundant FTL cores)
* Heavy Battleship (Level 70, planetary bombardment packages)
* Siege Monitor (Level 72, orbital siege guns, kinetic rods)
* Planetary Assault Ship (Level 75, armor divisions, walkers)
* Fleet Command Ship (Level 76, strategic C4ISR, fleet AI)
* Super Battleship (Level 78, multiple spinal guns, layered shields)
* Dreadnought (Level 80, fleet-kill capability, escort-dependent)
* Carrier Dreadnought (Level 82, supercarrier + dreadnought role)
* Planet Cracker (Level 85, asteroid redirection, orbital sterilization)
* Mobile Fortress (Level 88, city-scale, self-contained colony core)
* Ringworld Tug (Level 90, megastructure relocation + support)
* Stellar Reseeder (Level 91, terraforming micro-cloud deployments)
* Stellar Pump Station (Level 93, star-harvesting energy collectors)
* Dyson Swarm Constructor (Level 95, megastructure factory fleet)
* Nova Trigger Platform (Level 97, induced star nova weaponization)
* Black Hole Carrier (Level 99, gravitic superweapon, exotic propulsion)
* Super Dreadnought (Level 100, sector-ending weapons, existential threat)
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OTHER BENCHMARKS
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EXTENDED ABILITY MODIFIERS
* -4 … ability score 1
* -3 … ability score 2 to 3
* -2 … ability score 4 to 5
* -1 … ability score 6 to 7
* +0 … ability score 8 to 12
* +1 … ability score 13 to 14
* +2 … ability score 15 to 16
* +3 … ability score 17 to 18
* +4 … ability score 19 to 20
* +5 … ability score 21 to 22
* +6 … ability score 22 to 23
* +7 … ability score 23 to 24
* +8 … ability score 24 to 25
* +9 … ability score 25 to 26
* +10 … ability score 26 to 27
* +11 … ability score 27 to 28
* +12 … ability score 28 to 29
* +13 … ability score 29 to 30
* +14 … ability score 30 to 31
* +15 … ability score 31 to 32
* +16 … ability score 32 to 33
* +17 … ability score 33 to 34
* +18 … ability score 34 to 35
* +19 … ability score 35 to 36
* +20 … ability score 36 to 37
* +21 … ability score 37 to 38
* +22 … ability score 38 to 39
* +23 … ability score 39 to 40
* +24 … ability score 40 to 41
* +25 … ability score 41 to 42
* +26 … ability score 42 to 43
* +27 … ability score 43 to 44
* +28 … ability score 44 to 45
* +29 … ability score 45 to 46
* +30 … ability score 46 to 47
* +31 … ability score 47 to 48
* +32 … ability score 48 to 49
* +33 … ability score 49 to 50
* +34 … ability score 50 to 51
* +35 … ability score 51 to 52
* +36 … ability score 52 to 53
* +37 … ability score 53 to 54
* +38 … ability score 54 to 55
* +39 … ability score 55 to 56
* +40 … ability score 56 to 57
* +41 … ability score 57 to 58
* +42 … ability score 58 to 59
* +43 … ability score 59 to 60
* +44 … ability score 60 to 61
* +45 … ability score 61 to 62
* +46 … ability score 62 to 63
* +47 … ability score 63 to 64
* +48 … ability score 64 to 65
* +49 … ability score 65 to 66
* +50 … ability score 66 to 67
* +51 … ability score 67 to 68
* +52 … ability score 68 to 69
* +53 … ability score 69 to 70
* +54 … ability score 70 to 71
* +55 … ability score 71 to 72
* +56 … ability score 72 to 73
* +57 … ability score 73 to 74
* +58 … ability score 74 to 75
* +59 … ability score 75 to 76
* +60 … ability score 76 to 77
* +61 … ability score 77 to 78
* +62 … ability score 78 to 79
* +63 … ability score 79 to 80
* +64 … ability score 80 to 81
* +65 … ability score 81 to 82
* +66 … ability score 82 to 83
* +67 … ability score 83 to 84
* +68 … ability score 84 to 85
* +69 … ability score 85 to 86
* +70 … ability score 86 to 87
* +71 … ability score 87 to 88
* +72 … ability score 88 to 89
* +73 … ability score 89 to 90
* +74 … ability score 90 to 91
* +75 … ability score 91 to 92
* +76 … ability score 92 to 93
* +77 … ability score 93 to 94
* +78 … ability score 94 to 95
* +79 … ability score 95 to 96
* +80 … ability score 96 to 97
* +81 … ability score 97 to 98
* +82 … ability score 98 to 99
* +83 … ability score 99 to 100
STRENGTH LIMITS: Maximum weight lifted off the ground; 1/4 weight for long carries.
* Str 1 … 10 lbs. (5 kg)
* Str 2 to 3 … 25 lbs. (11 kg)
* Str 4 to 5 … 50 lbs. (22 kg)
* Str 6 to 7 … 100 lbs. (45 kg)
* Str 8 to 12 … 150 lbs. (70 kg)
* Str 13 to 14 … 225 lbs. (100 kg)
* Str 15 to 16 … 340 lbs. (150 kg)
* Str 17 to 18 … 500 lbs. (230 kg)
* Str 19 to 20 … 760 lbs. (340 kg)
* Str 21 to 22 … 1,140 lbs. (520 kg)
* Str 23 to 24 … 1,700 lbs. (780 kg)
* Str 25 to 26 … 1 ton
* Str 27 to 28 … 2 tons
* Str 29 to 30 … 3 tons
* Str 31 to 32 … 4 tons
* Str 33 to 34 … 6 tons
* Str 35 to 36 … 9 tons
* Str 37 to 38 … 13 tons
* Str 39 to 40 … 20 tons
* Str 41 to 42 … 30 tons
* Str 43 to 44 … 45 tons
* Str 45 to 46 … 65 tons
* Str 47 to 48 … 100 tons
* Str 49 to 50 … 150 tons
* Str 51 to 52 … 222 tons
* Str 53 to 54 … 340 tons
* Str 55 to 56 … 500 tons
* Str 57 to 58 … 760 tons
* Str 59 to 60 … 1,200 tons
* Str 61 to 62 … 1,700 tons
* Str 63 to 64 … 2,500 tons
* Str 65 to 66 … 3,800 tons
* Str 67 to 68 … 5,700 tons
* Str 69 to 70 … 8,650 tons
* Str 71 to 72 … 13,000 tons
* Str 73 to 74 … 19,000 tons
* Str 75 to 76 … 30,000 tons
* Str 77 to 78 … 44,000 tons
* Str 79 to 80 … 65,000 tons
* Str 81 to 82 … 100,000 tons
* Str 83 to 84 … 150,000 tons
* Str 85 to 86 … 225,000 tons
* Str 87 to 88 … 340,000 tons
* Str 89 to 90 … 500,000 tons
* Str 91 to 92 … 760,000 tons
* Str 93 to 94 … 1.1 million tons
* Str 95 to 96 … 1.7 million tons
* Str 97 to 98 … 2.5 million tons
* Str 99 to 100 … 3.8 million tons
EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (no disadvantage at this range)
* Throwing Range: 50 feet (15m) (hand axes, javelins)
* Short Shooting: 330 feet (100m) (bows, pistols, shotguns)
* Long Shooting: 1,000 feet (600m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)
* Orbital Range: 60 miles (100 km) (cruise missile)
* Short Astronomical: 600 miles (1000s km) (low-Earth orbit satellite weapon)
* Medium Astronomical: 10,000s miles (or km) (geostationary satellite weapon)
* Long Astronomical: 100,000s miles (or km) (starship beam weapons)
* Distant Astronomical: 1,000,000s miles (or km) (starship missile weapons)
* Stellar Subsystem: 100s millions miles (or km) (astronomical units)
* Stellar System: Billions miles (or km) (limits of solar system)
* Parsec: Trillions miles (or km) (a few light years)
* Subsector: 10s light years
* Sector: 100s light years
* Quadrant: 1,000s light years
* Galactic: 10,000s light years
* Intergalatic (100,000s light years
* Supercluster: Millions of light years
* Universal: Billions of light years
WEIGHT: MATERIALS
* 2 lbs. (0.9 kg) … one cubic foot of mineral fiber insulation (fiberglass)
* 2 lbs. (0.9 kg) … one liter or quart of water
* 8 lbs. (3.6 kg) … one gallon of water
* 11 lbs. (5 kg) … approx. one cubic foot of baled hay or straw
* 28 lbs. (13 kg) … one cubic foot of ear corn
* 32 lbs. (15 kg) … one cubic foot of feed grains and supplement
* 35 lbs. (16 kg) … approx. one cubic foot of fruits and vegetables
* 35 lbs. (16 kg) … one cubic foot of wood lumber (Douglas Fir)
* 42 lbs. (19 kg) … one square foot of 4-inch thick brick masonry wall
* 43 lbs. (20 kg) … one cubic foot of potatoes
* 45 lbs. (20 kg) … one cubic foot of shelled corn
* 50 lbs. (23 kg) … one cubic foot of protein supplement
* 55 lbs. (25 kg) … one square foot of 8-inch thick brick masonry wall
* 60 lbs. (27 kg) … one cubic foot of manure
* 62 lbs. (28 kg) … one cubic foot of water (7.75 gallons)
* 80 lbs. (36 kg) … one square foot of 12-inch thick brick masonry wall
* 94 lbs. (43 kg) … one cubic foot of cement
* 150 lbs. (68 kg) … one cubic foot of concrete
* 171 lbs. (78 kg) … one cubic foot of limestone
* 171 lbs. (78 kg) … one cubic foot of aluminum
* 185 lbs. (84 kg) … one cubic foot of granite
* 450 lbs. (204 kg) … one cubic foot of cast iron
* 490 lbs. (222 kg) … one cubic foot of steel
* 2,500 lbs. (1,134 kg) … one cubic yard of soil
* 2,500 lbs. (1,134 kg) … one cubic yard of crushed stone
* 2,700 lbs. (1,225 kg) … one cubic yard of gravel
* 2,600 lbs. (1,180 kg) … approx. one cubic yard of sand
WEIGHT: OBJECTS
* 200 lbs. (91 kg) … manhole cover
* 400 lbs. (181 kg) … sports motorcycle, piano, drum of oil (full)
* 500 lbs. (227 kg) … Dumpster (empty)
* 800 lbs. (363 kg) … touring motorcycle
* 1,000 lbs. (454 kg) … telephone pole
* 1,300 lbs. (590 kg) … sailboat
* 1,800 lbs. (816 kg) … U-Haul trailer
* 1 ton … medium missile
* 2 tons … 20′ propane tank (empty)
* 2 tons … car, Dumpster (full), large missile
* 2 tons … granite monument
* 2 tons … small forklift, 20′ metal cargo container (empty), large meteor
* 3 tons … 10′ jersey barrier
* 3 tons … truck, limo
* 4 tons … 40′ metal cargo container (empty)
* 5 tons … UH-60 Black Hawk helicopter (empty)
* 6 tons … school bus, semi trailer (empty), small jet, combat helicopter
* 7 tons … howitzer
* 7 tons … UH-60 Black Hawk helicopter (loaded weight)
* 8 tons … F-16 Fighting Falcon jet fighter (empty)
* 9 tons … semi tractor
* 9 tons … 20′ propane tank (full)
* 11 tons … armored car
* 12 tons … F-16 Fighting Falcon jet fighter (loaded weight)
* 12 tons … subway car, jet fighter
* 14 tons … motorhome RV
* 18 tons … mobile home
* 19 tons … F-16 Fighting Falcon jet fighter (max. takeoff weight)
* 25 tons … infantry fighting vehicle
* 26 tons … 20′ metal cargo container (full)
* 29 tons … railroad boxcar (empty)
* 34 tons … semi trailer (full)
* 34 tons … 40′ metal cargo container (full)
* 36 tons … fire truck, bulldozer
* 50 tons … tank
* 71 tons … 125′ water tower (empty)
* 72 tons … crane
* 100 tons … NASA Space Shuttle (circa 1981–2011)
* 109 tons … 200′ radio tower
* 113 tons … locomotive engine
* 119 tons … railroad boxcar (full)
* 136 tons … typical wooden house
* 163 tons … giant mining dump-truck (empty)
* 181 tons … Boeing 747 airliner (empty)
* 199 tons … large plane, Titan II rocket
* 226 tons … Statue of Liberty (without the base)
* 271 tons … large brick house
* 344 tons … hydro-electric generator
* 385 tons … Boeing 747 airliner (takeoff weight)
* 398 tons … trawler
* 443 tons … giant mining dump-truck (full)
* 523 tons … 125′ water tower (full)
* 588 tons … giant crane
* 597 tons … 1,000′ radio tower
* 724 tons … giant mining excavator
* 796 tons … drilling rig
* 1,593 tons … small bridge
* 3,186 tons … military tugboat
* 6,335 tons … Eiffel Tower
* 6,371 tons … large submarine, destroyer
* 12,443 tons … freighter (unloaded)
* 24,887 tons … freighter (loaded), cruiser
* 24,887 tons … large bridge
* 87,783 tons … US aircraft carrier
* 330,317 tons … Empire State Building